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Peter Vamplew

Publications and source records attributed to Peter Vamplew.

At least 19 recordsLinked to original sources

It's a matter of timescale: non-linear utility in successor features and multi-objective planning and learning

Time is of the essence when dealing with multiple reward signals and non-linear utility. In this paper we argue that the current main approaches in multi-objective RL (SER and ESR), and successor features, are insufficient. While each approach deals with non-linear effects on user utility on different timescales, none of them take into account that different effects happening on different timescales can happen within the same decision problem. We motivate that this can indeed be the case by an example, both intuitively and numerically, leading to a new perspective, and a significant and non-trivial gap in the literature.

cs.LG

OOD-RL-Bench: A Benchmark Framework for Out-of-Distribution Detection in Reinforcement Learning

Reliable reinforcement learning (RL) agents must maintain operational integrity amidst sensor malfunctions, dynamic disturbances, and slow environmental shifts. The detection of out-of-distribution conditions is pivotal to determining when an agent's observations, transitions, or trajectory dynamics deviate from the assumptions underpinning its policy training. Current out-of-distribution (OOD) detection benchmarks typically evaluate image classifiers or static low-dimensional datasets, failing to account for the complex, action-dependent temporal structure inherent in RL trajectories. To address this gap, we present OOD-RL-Bench, a comprehensive and extensible framework designed to evaluate OOD detectors against categories of anomalies injected into RL trajectories. Detectors and anomaly injectors are integrated through shared interfaces and configuration, which allows new scoring methods and perturbation families to be evaluated without modification of the core benchmark loop. We evaluate the utility of the framework using a Deep Q-Network policy within the LunarLander-v3 environment. We assess the performance of each detector across a suite of anomaly types using matched-time AUROC, matched-time AUPRC, matched-time false-positive rate, detection delay, and segmented-onset metrics. Our analysis reveals significant performance variance across anomaly types: observation perturbations and regime switches are identified with high accuracy by several methods, while observation delay and action-conditioned dynamics remain difficult even when post-onset anomaly scores are compared against clean scores from the same timesteps. We make the framework, trained policy checkpoint, and complete results publicly available as a reproducible artefact.

cs.LG

Memory Merge DQN: Sensitivity Weighted Target Updates for Stable Value Learning

Deep Q-networks use target networks to stabilise bootstrapped value learning, but the standard hard copy update also introduces a tradeoff. Holding the target network fixed, improves short term stability, yet each hard update abruptly replaces the target parameters with the newest online network and discards recent parameter history. This can produce sudden changes in the bootstrap target and may remove value function structure that remains useful later in training. This paper introduces Memory Merge DQN, a target network update mechanism that maintains a short memory of recent historical online network copies and constructs the target network by merging network parameters based on the Q-value sensitivity rather than copying only the newest online network. Memory Merge gives greater influence to parameters that remain locally important for current Q-value behaviour, while using a recency prior to keep the merged target close to the latest online parameters. The method is inspired by Fisher Weight Model Merging, but uses Q-value sensitivity rather than Fisher information as the weighting signal. This paper evaluates Memory Merge DQN on Atari environments against DQN, Averaged DQN, DQN with layer normalisation, and PQN (with gradient clipping). The results show that Memory Merge DQN is highly competitive and it achieves the largest number of first place final performance results among the evaluated methods, beats DQN, Averaged DQN, and PQN (with gradient clipping), and produces substantial gains in several games where preserving useful value-function parameters appears beneficial. These findings suggest that selectively merging recent parameter weights and history can improve the stability and final performance of DQN agents, and that target network design is an important mechanism for preserving useful value function structure during long horizon value learning.

cs.LG

Multi-objective Reinforcement Learning With Augmented States Requires Rewards After Deployment

This research note identifies a previously overlooked distinction between multi-objective reinforcement learning (MORL), and more conventional single-objective reinforcement learning (RL). It has previously been noted that the optimal policy for an MORL agent with a non-linear utility function is required to be conditioned on both the current environmental state and on some measure of the previously accrued reward. This is generally implemented by concatenating the observed state of the environment with the discounted sum of previous rewards to create an augmented state. While augmented states have been widely-used in the MORL literature, one implication of their use has not previously been reported -- namely that they require the agent to have continued access to the reward signal (or a proxy thereof) after deployment, even if no further learning is required. This note explains why this is the case, and considers the practical repercussions of this requirement.

cs.LG

Learning the Value Systems of Societies with Preference-based Multi-objective Reinforcement Learning

Value-aware AI should recognise human values and adapt to the value systems (value-based preferences) of different users. This requires operationalization of values, which can be prone to misspecification. The social nature of values demands their representation to adhere to multiple users while value systems are diverse, yet exhibit patterns among groups. In sequential decision making, efforts have been made towards personalization for different goals or values from demonstrations of diverse agents. However, these approaches demand manually designed features or lack value-based interpretability and/or adaptability to diverse user preferences. We propose algorithms for learning models of value alignment and value systems for a society of agents in Markov Decision Processes (MDPs), based on clustering and preference-based multi-objective reinforcement learning (PbMORL). We jointly learn socially-derived value alignment models (groundings) and a set of value systems that concisely represent different groups of users (clusters) in a society. Each cluster consists of a value system representing the value-based preferences of its members and an approximately Pareto-optimal policy that reflects behaviours aligned with this value system. We evaluate our method against a state-of-the-art PbMORL algorithm and baselines on two MDPs with human values.

cs.AI

ES-C51: Expected Sarsa Based C51 Distributional Reinforcement Learning Algorithm

In most value-based reinforcement learning (RL) algorithms, the agent estimates only the expected reward for each action and selects the action with the highest reward. In contrast, Distributional Reinforcement Learning (DRL) estimates the entire probability distribution of possible rewards, providing richer information about uncertainty and variability. C51 is a popular DRL algorithm for discrete action spaces. It uses a Q-learning approach, where the distribution is learned using a greedy Bellman update. However, this can cause problems if multiple actions at a state have similar expected reward but with different distributions, as the algorithm may not learn a stable distribution. This study presents a modified version of C51 (ES-C51) that replaces the greedy Q-learning update with an Expected Sarsa update, which uses a softmax calculation to combine information from all possible actions at a state rather than relying on a single best action. This reduces instability when actions have similar expected rewards and allows the agent to learn higher-performing policies. This approach is evaluated on classic control environments from Gym, and Atari-10 games. For a fair comparison, we modify the standard C51's exploration strategy from e-greedy to softmax, which we refer to as QL-C51 (Q- Learning based C51). The results demonstrate that ES-C51 outperforms QL-C51 across many environments.

cs.LG

Ensemble Elastic DQN: A Step Dependent Ensemble Approach for Reducing Overestimation in Deep Value-Based Reinforcement Learning

Deep Q-Networks (DQN) can suffer from overestimation bias because bootstrapped targets use a maximisation operation over noisy value estimates. Ensemble-based methods and multi-step methods have each been used to improve the stability and sample efficiency of value-based reinforcement learning, but their interaction remains less well understood. This paper introduces Ensemble Elastic DQN (EEDQN), a value-based reinforcement learning algorithm that combines adaptive elastic multi-step returns with ensemble-based target aggregation. EEDQN replaces the clustering-based state similarity test used in earlier Elastic Step DQN with a lightweight Q-value difference rule, making adaptive return construction simpler to apply in discrete control settings. The method then applies horizon dependent ensemble aggregation, one-step targets use the ensemble mean, while longer elastic returns use the ensemble minimum. This design aims to reduce extreme optimistic bootstrap estimates without making every update uniformly conservative. We evaluate EEDQN on five MinAtar environments against DQN, Double DQN, Averaged DQN, MaxMin DQN, and Elastic Step DQN. EEDQN achieves the highest final return in four of the five environments and remains competitive with conservative ensemble baselines. An aggregation rule ablation shows that the best degree of conservatism is environment dependent, suggesting that adaptive return length and ensemble aggregation interact in non-trivial ways.

cs.LG

On Generalization Across Environments In Multi-Objective Reinforcement Learning

Real-world sequential decision-making tasks often require balancing trade-offs between multiple conflicting objectives, making Multi-Objective Reinforcement Learning (MORL) an increasingly prominent field of research. Despite recent advances, existing MORL literature has narrowly focused on performance within static environments, neglecting the importance of generalizing across diverse settings. Conversely, existing research on generalization in RL has always assumed scalar rewards, overlooking the inherent multi-objectivity of real-world problems. Generalization in the multi-objective context is fundamentally more challenging, as it requires learning a Pareto set of policies addressing varying preferences across multiple objectives. In this paper, we formalize the concept of generalization in MORL and how it can be evaluated. We then contribute a novel benchmark featuring diverse multi-objective domains with parameterized environment configurations to facilitate future studies in this area. Our baseline evaluations of state-of-the-art MORL algorithms on this benchmark reveals limited generalization capabilities, suggesting significant room for improvement. Our empirical findings also expose limitations in the expressivity of scalar rewards, emphasizing the need for multi-objective specifications to achieve effective generalization. We further analyzed the algorithmic complexities within current MORL approaches that could impede the transfer in performance from the single- to multiple-environment settings. This work fills a critical gap and lays the groundwork for future research that brings together two key areas in reinforcement learning: solving multi-objective decision-making problems and generalizing across diverse environments. We make our code available at https://github.com/JaydenTeoh/MORL-Generalization.

cs.LG

AI Apology: A Critical Review of Apology in AI Systems

Apologies are a powerful tool used in human-human interactions to provide affective support, regulate social processes, and exchange information following a trust violation. The emerging field of AI apology investigates the use of apologies by artificially intelligent systems, with recent research suggesting how this tool may provide similar value in human-machine interactions. Until recently, contributions to this area were sparse, and these works have yet to be synthesised into a cohesive body of knowledge. This article provides the first synthesis and critical analysis of the state of AI apology research, focusing on studies published between 2020 and 2023. We derive a framework of attributes to describe five core elements of apology: outcome, interaction, offence, recipient, and offender. With this framework as the basis for our critique, we show how apologies can be used to recover from misalignment in human-AI interactions, and examine trends and inconsistencies within the field. Among the observations, we outline the importance of curating a human-aligned and cross-disciplinary perspective in this research, with consideration for improved system capabilities and long-term outcomes.

cs.CY

Adaptive Alignment: Dynamic Preference Adjustments via Multi-Objective Reinforcement Learning for Pluralistic AI

Emerging research in Pluralistic Artificial Intelligence (AI) alignment seeks to address how intelligent systems can be designed and deployed in accordance with diverse human needs and values. We contribute to this pursuit with a dynamic approach for aligning AI with diverse and shifting user preferences through Multi Objective Reinforcement Learning (MORL), via post-learning policy selection adjustment. In this paper, we introduce the proposed framework for this approach, outline its anticipated advantages and assumptions, and discuss technical details about the implementation. We also examine the broader implications of adopting a retroactive alignment approach through the sociotechnical systems perspective.

cs.LG

Multi-objective Reinforcement Learning: A Tool for Pluralistic Alignment

Reinforcement learning (RL) is a valuable tool for the creation of AI systems. However it may be problematic to adequately align RL based on scalar rewards if there are multiple conflicting values or stakeholders to be considered. Over the last decade multi-objective reinforcement learning (MORL) using vector rewards has emerged as an alternative to standard, scalar RL. This paper provides an overview of the role which MORL can play in creating pluralistically-aligned AI.

cs.LG

Issues with Value-Based Multi-objective Reinforcement Learning: Value Function Interference and Overestimation Sensitivity

Multi-objective reinforcement learning (MORL) algorithms extend conventional reinforcement learning (RL) to the more general case of problems with multiple, conflicting objectives, represented by vector-valued rewards. Widely-used scalar RL methods such as Q-learning can be modified to handle multiple objectives by (1) learning vector-valued value functions, and (2) performing action selection using a scalarisation or ordering operator which reflects the user's preferences with respect to the different objectives. This paper investigates two previously unreported issues which can hinder the performance of value-based MORL algorithms when applied in conjunction with a non-linear utility function -- value function interference, and sensitivity to overestimation. We illustrate the nature of these phenomena on simple multi-objective MDPs using a tabular implementation of multiobjective Q-learning.

cs.LG

Utility-Based Reinforcement Learning: Unifying Single-objective and Multi-objective Reinforcement Learning

Research in multi-objective reinforcement learning (MORL) has introduced the utility-based paradigm, which makes use of both environmental rewards and a function that defines the utility derived by the user from those rewards. In this paper we extend this paradigm to the context of single-objective reinforcement learning (RL), and outline multiple potential benefits including the ability to perform multi-policy learning across tasks relating to uncertain objectives, risk-aware RL, discounting, and safe RL. We also examine the algorithmic implications of adopting a utility-based approach.

cs.LG

An Empirical Investigation of Value-Based Multi-objective Reinforcement Learning for Stochastic Environments

One common approach to solve multi-objective reinforcement learning (MORL) problems is to extend conventional Q-learning by using vector Q-values in combination with a utility function. However issues can arise with this approach in the context of stochastic environments, particularly when optimising for the Scalarised Expected Reward (SER) criterion. This paper extends prior research, providing a detailed examination of the factors influencing the frequency with which value-based MORL Q-learning algorithms learn the SER-optimal policy for an environment with stochastic state transitions. We empirically examine several variations of the core multi-objective Q-learning algorithm as well as reward engineering approaches, and demonstrate the limitations of these methods. In particular, we highlight the critical impact of the noisy Q-value estimates issue on the stability and convergence of these algorithms.

cs.LG

Intent-aligned AI systems deplete human agency: the need for agency foundations research in AI safety

The rapid advancement of artificial intelligence (AI) systems suggests that artificial general intelligence (AGI) systems may soon arrive. Many researchers are concerned that AIs and AGIs will harm humans via intentional misuse (AI-misuse) or through accidents (AI-accidents). In respect of AI-accidents, there is an increasing effort focused on developing algorithms and paradigms that ensure AI systems are aligned to what humans intend, e.g. AI systems that yield actions or recommendations that humans might judge as consistent with their intentions and goals. Here we argue that alignment to human intent is insufficient for safe AI systems and that preservation of long-term agency of humans may be a more robust standard, and one that needs to be separated explicitly and a priori during optimization. We argue that AI systems can reshape human intention and discuss the lack of biological and psychological mechanisms that protect humans from loss of agency. We provide the first formal definition of agency-preserving AI-human interactions which focuses on forward-looking agency evaluations and argue that AI systems - not humans - must be increasingly tasked with making these evaluations. We show how agency loss can occur in simple environments containing embedded agents that use temporal-difference learning to make action recommendations. Finally, we propose a new area of research called "agency foundations" and pose four initial topics designed to improve our understanding of agency in AI-human interactions: benevolent game theory, algorithmic foundations of human rights, mechanistic interpretability of agency representation in neural-networks and reinforcement learning from internal states.

cs.AI

Broad-persistent Advice for Interactive Reinforcement Learning Scenarios

The use of interactive advice in reinforcement learning scenarios allows for speeding up the learning process for autonomous agents. Current interactive reinforcement learning research has been limited to real-time interactions that offer relevant user advice to the current state only. Moreover, the information provided by each interaction is not retained and instead discarded by the agent after a single use. In this paper, we present a method for retaining and reusing provided knowledge, allowing trainers to give general advice relevant to more than just the current state. Results obtained show that the use of broad-persistent advice substantially improves the performance of the agent while reducing the number of interactions required for the trainer.

cs.AI

Elastic Step DQN: A novel multi-step algorithm to alleviate overestimation in Deep QNetworks

Deep Q-Networks algorithm (DQN) was the first reinforcement learning algorithm using deep neural network to successfully surpass human level performance in a number of Atari learning environments. However, divergent and unstable behaviour have been long standing issues in DQNs. The unstable behaviour is often characterised by overestimation in the $Q$-values, commonly referred to as the overestimation bias. To address the overestimation bias and the divergent behaviour, a number of heuristic extensions have been proposed. Notably, multi-step updates have been shown to drastically reduce unstable behaviour while improving agent's training performance. However, agents are often highly sensitive to the selection of the multi-step update horizon ($n$), and our empirical experiments show that a poorly chosen static value for $n$ can in many cases lead to worse performance than single-step DQN. Inspired by the success of $n$-step DQN and the effects that multi-step updates have on overestimation bias, this paper proposes a new algorithm that we call `Elastic Step DQN' (ES-DQN). It dynamically varies the step size horizon in multi-step updates based on the similarity of states visited. Our empirical evaluation shows that ES-DQN out-performs $n$-step with fixed $n$ updates, Double DQN and Average DQN in several OpenAI Gym environments while at the same time alleviating the overestimation bias.

cs.LG

Evaluating Human-like Explanations for Robot Actions in Reinforcement Learning Scenarios

Explainable artificial intelligence is a research field that tries to provide more transparency for autonomous intelligent systems. Explainability has been used, particularly in reinforcement learning and robotic scenarios, to better understand the robot decision-making process. Previous work, however, has been widely focused on providing technical explanations that can be better understood by AI practitioners than non-expert end-users. In this work, we make use of human-like explanations built from the probability of success to complete the goal that an autonomous robot shows after performing an action. These explanations are intended to be understood by people who have no or very little experience with artificial intelligence methods. This paper presents a user trial to study whether these explanations that focus on the probability an action has of succeeding in its goal constitute a suitable explanation for non-expert end-users. The results obtained show that non-expert participants rate robot explanations that focus on the probability of success higher and with less variance than technical explanations generated from Q-values, and also favor counterfactual explanations over standalone explanations.

cs.AI